Problem Summary (in English):
Issue:
I’m experiencing unexpected white/gray seams or "halo" edges between image parts in my Spine character after importing into Unity (URP project).
These seams are especially visible around semi-transparent areas like lips or overlapping parts.
However, this issue does not exist in my previous Unity project using exactly the same exported Spine assets (.skel / .atlas / .png). So I’m confident the export settings and the assets themselves are correct.
What I have already checked and confirmed:
Using URP project
Using latest spine-unity 4.2 from official GitHub UPM URL
Installed both:
"com.esotericsoftware.spine.spine-csharp"
"com.esotericsoftware.spine.spine-unity"
"com.esotericsoftware.spine.urp-shaders"
Shader in use is Spine/URP/Skeleton PMA Multiply
Color space set to Gamma
Straight Alpha Texture is set to false
Texture import settings match previous working project:
sRGB: On
Alpha is Transparency: Off
Texture Type: Default
Unity version is the same as previous project
No warnings or material setup issues visible in SkeletonData component
Other assets in the project display normally; issue only appears on Spine character
What I tried (but didn't fix it):
Re-exporting Spine JSON with "Premultiplied Alpha" unchecked
Switching Shader to Skeleton PMA Additive, Straight, Screen, etc.
Switching Color Space between Linear and Gamma
Manually toggling “Straight Alpha Texture” flag in material
Replacing .skel, .atlas, .png with known-good copies
Following tutorials and fixes from YouTube (especially about shader or material mismatch) — didn’t help
Completely deleting and re-installing spine-unity via GitHub UPM
Hypothesis:
Since the exact same asset works correctly in the previous project, I suspect the cause lies in:
Either a subtle difference in URP shader setup or post-processing,
Or a Unity texture import pipeline difference triggered by the current project setup,
Or perhaps an invisible project setting difference I overlooked.
What I Need Help With:
Is there any known reason why PMA textures would show edge artifacts in URP despite correct setup?
Are there extra shader settings / customizations I may need to carry over from previous project?
Can you confirm if URP + PMA Multiply Shader still needs manual tweaks in certain Unity versions?
Let me know if you’d like me to attach comparison screenshots or Unity package files — I can provide both the working project and broken one.
Thank you so much in advance